#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "graphics/AmbientOcclusion.h" #include "graphics/AntiAliasing.h" #include "graphics/Canvas.h" #include "graphics/DrawItem2D.h" #include "graphics/Font.h" #include "graphics/GBuffer.h" #include "graphics/GlobalIllumination.h" #include "graphics/Graphics.h" #include "graphics/Grass.h" #include "graphics/Light.h" #include "graphics/Material.h" #include "graphics/Mesh.h" #include "graphics/Outline.h" #include "graphics/Quad.h" #include "graphics/RenderControl.h" #include "graphics/RenderSystem.h" #include "graphics/RenderSystem3D.h" #include "graphics/ScreenSpaceReflection.h" #include "graphics/Shader.h" #include "graphics/Texture.h" #include "graphics/Volumetric.h" #include "graphics/Water.h" #include "graphics/Waterfall.h" #include "ui/UI.h" #include "ui/UIHost.h" #include "ui/UISystem.h" #include "ui/Widget.h" #include "window/Window.h" #include #include #include // Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form. using eve::graphics::Color; using namespace eve::graphics; using namespace eve::ui; /** * Real window + Vulkan: world sprites (RenderSystem) and ImGui UI overlay in one present. * Frame order: UI NewFrame/widgets → RenderSystem (draws + present with overlay) → dispatch. */ TEST_CASE("UI.smoke.RenderSystemSameFrameVulkanOverlay") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); auto *ui = UI::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); REQUIRE(ui != nullptr); eve::window::WindowSettings s; s.width = 640; s.height = 480; s.centered = true; REQUIRE(win->setWindowSettings(s)); REQUIRE_GT(gfx->getWidth(), 0); REQUIRE_GT(gfx->getPixelWidth(), 0); REQUIRE(ui->initBackend()); CHECK(ui->isBackendReady()); const bool overlayHooked = gfx->getPresentOverlay() != nullptr && gfx->getPresentOverlayUser() != nullptr; CHECK(overlayHooked); gfx->setBackgroundColor(Color(0.10f, 0.12f, 0.18f, 1.0f)); gfx->setScreenReadbackEnabled(true); auto *cam = Camera2D::createCamera(); cam->data()->r = 0.10f; cam->data()->g = 0.12f; cam->data()->b = 0.18f; auto *solid = Renderable2D::create(); solid->transform()->x = 80; solid->transform()->y = 100; solid->sprite()->width = 160; solid->sprite()->height = 100; solid->sprite()->r = 0.2f; solid->sprite()->g = 0.85f; solid->sprite()->b = 0.35f; solid->sprite()->visible = true; const UIHostHandle smokeHost = ui->mountAs("smoke", window("Overlay", { text("UI+RenderSystem", "label"), button("Ping", "ping"), }, "root")); REQUIRE(UIHost::resolve(smokeHost).has_value()); int framesOk = 0; for (int frame = 0; frame < 30; ++frame) { solid->transform()->x = 80.0f + float(frame) * 2.0f; // ImGui frame must be built before present (RenderSystem ends with present). ui->beginFrameAndRender(); RenderSystem::render(*gfx); ui->dispatchEvents(); SDL_Event e; while (SDL_PollEvent(&e)) { ui->processEvent(&e); if (e.type == SDL_QUIT) break; } // After present+readback, swapchain content should be readable. Color p = gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2); CHECK(std::isfinite(p.r)); CHECK(std::isfinite(p.g)); CHECK(std::isfinite(p.b)); ++framesOk; SDL_Delay(8); } CHECK_EQ(framesOk, 30); CHECK(UIHost::resolve(UISystem::findHost("smoke")).has_value()); auto currentHost = UIHost::resolve(ui->current()); REQUIRE(currentHost.has_value()); CHECK(currentHost->get().findById("label").has_value()); gfx->setScreenReadbackEnabled(false); win->close(); } TEST_CASE("UI.smoke.panelGalleryPreview") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); auto *ui = UI::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); REQUIRE(ui != nullptr); eve::window::WindowSettings s; s.width = 720; s.height = 480; s.centered = true; REQUIRE(win->setWindowSettings(s)); REQUIRE(ui->initBackend()); gfx->setScreenReadbackEnabled(true); gfx->setBackgroundColor(Color(0.09f, 0.10f, 0.14f, 1.0f)); auto *cam = Camera2D::createCamera(); cam->data()->r = 0.09f; cam->data()->g = 0.10f; cam->data()->b = 0.14f; // Soft backdrop sprites so the world + overlay composition is obvious. auto *bgA = Renderable2D::create(); bgA->transform()->x = 40; bgA->transform()->y = 60; bgA->sprite()->width = 220; bgA->sprite()->height = 140; bgA->sprite()->r = 0.25f; bgA->sprite()->g = 0.45f; bgA->sprite()->b = 0.75f; bgA->sprite()->visible = true; auto *bgB = Renderable2D::create(); bgB->transform()->x = 420; bgB->transform()->y = 220; bgB->sprite()->width = 180; bgB->sprite()->height = 160; bgB->sprite()->r = 0.75f; bgB->sprite()->g = 0.35f; bgB->sprite()->b = 0.45f; bgB->sprite()->visible = true; float volume = 0.55f; bool muted = false; int clicks = 0; const UIHostHandle galleryHost = ui->mountAs("gallery", window("EVEngine Preview", { text("UI overlay + world sprites", "title"), separator("sep0"), checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }), slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }), progress(volume, "prog", "level"), button("Ping", "ping", [&]() { ++clicks; }), text("clicks: 0", "clicks"), }, "root")); REQUIRE(UIHost::resolve(galleryHost).has_value()); for (int frame = 0; frame < 90; ++frame) { bgA->transform()->x = 40.f + float(frame) * 1.2f; bgB->transform()->y = 220.f + std::sin(float(frame) * 0.08f) * 24.f; volume = 0.35f + 0.3f * (0.5f + 0.5f * std::sin(float(frame) * 0.06f)); const UIHostHandle remounted = ui->remountAs( "gallery", window("EVEngine Preview", { text("UI overlay + world sprites", "title"), separator("sep0"), checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }), slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }), progress(volume, "prog", muted ? "muted" : "level"), button("Ping", "ping", [&]() { ++clicks; }), text("clicks: " + std::to_string(clicks) + " vol: " + std::to_string(int(volume * 100.f)), "clicks"), }, "root")); REQUIRE(UIHost::resolve(remounted).has_value()); ui->beginFrameAndRender(); RenderSystem::render(*gfx); ui->dispatchEvents(); SDL_Event e; while (SDL_PollEvent(&e)) { ui->processEvent(&e); if (e.type == SDL_QUIT) break; } SDL_Delay(16); } CHECK(UIHost::resolve(UISystem::findHost("gallery")).has_value()); bgA->sprite()->visible = false; bgB->sprite()->visible = false; win->close(); } TEST_CASE("UI.smoke.viewportEmbeddedRenderTarget") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); auto *ui = UI::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); REQUIRE(ui != nullptr); eve::window::WindowSettings s; s.width = 800; s.height = 600; s.centered = true; REQUIRE(win->setWindowSettings(s)); REQUIRE(ui->initBackend()); gfx->setScreenReadbackEnabled(true); const UIHostHandle viewportHost = ui->mountAs("vpsmoke", window("Viewport", {viewport("vp", 420.f, 260.f)}, "root")); REQUIRE(UIHost::resolve(viewportHost).has_value()); for (int frame = 0; frame < 4; ++frame) { // UI pass first: ensures the offscreen canvas exists at the widget rect. ui->beginFrameAndRender(); Canvas *canvas = ui->viewportCanvas("vp"); REQUIRE(canvas != nullptr); REQUIRE(canvas->getWidth() > 0); // 2D: draw into the viewport canvas with the immediate-mode path. gfx->setCanvas(canvas); gfx->clearScreen(); gfx->drawSolidRectRGBA(10.f, 10.f, 120.f, 80.f, 0.2f, 0.6f, 0.9f, 1.f); gfx->setCanvas(nullptr); RenderSystem::render(*gfx); // present + UI overlay ui->dispatchEvents(); SDL_Event e; while (SDL_PollEvent(&e)) { ui->processEvent(&e); if (e.type == SDL_QUIT) break; } } auto vs = UISystem::viewportState("vpsmoke", "vp"); REQUIRE(vs.has_value()); ViewportState &viewportState = vs->get(); CHECK(viewportState.canvas != nullptr); CHECK(viewportState.textureId != 0); CHECK(viewportState.width == 420); CHECK(viewportState.height == 260); // 3D: render a cube scene into the same canvas (preview-quality pass). auto *cam = Camera3D::createCamera(); cam->setEye(3.f, 2.f, 4.f); cam->setTarget(0.f, 0.f, 0.f); auto *cube = Renderable3D::create(); cube->setMesh(gfx->newMeshCube(1.f)); cube->setVisible(true); cube->setTint(1.f, 0.f, 0.f, 1.f); auto *previewMaterial = new Material(); previewMaterial->setShadingModel("unlit"); previewMaterial->setTint(0.f, 1.f, 0.f, 1.f); cube->setMaterial(previewMaterial); gfx->setDirectionalLight(-0.4f, 0.9f, 0.3f, 1.8f, 1.6f, 1.3f); gfx->renderScene3DToCanvas(viewportState.canvas, cam); CHECK(viewportState.canvas->getTexture() != nullptr); const Color previewCenter = viewportState.canvas->getPixel(viewportState.canvas->getWidth() / 2, viewportState.canvas->getHeight() / 2); CHECK_GT(previewCenter.g, previewCenter.r); // Composite the viewport through the real UI target. Opaque viewport draws // must not leak the mesh shader's depth-in-alpha channel into the final UI // resolve or the preview becomes an almost-black silhouette. ui->beginFrameAndRender(); RenderSystem::render(*gfx); float maxGreen = 0.f; for (int y = 0; y < gfx->getHeight(); y += 4) for (int x = 0; x < gfx->getWidth(); x += 4) maxGreen = std::max(maxGreen, gfx->getPixel(x, y).g); CHECK_GT(maxGreen, 0.5f); gfx->setScreenReadbackEnabled(false); win->close(); }